// ${CHAR:Backspace}
Shader "Unlit/NewUnlitShader"
{

  Properties
  {
    _MainTex ("Texture", 2D) = "white" {}
  }
  SubShader
  {
    Tags
    {
      "RenderType"="Opaque"
    }
    LOD 100

    Pass
    {
      CGPROGRAM
      #pragma vertex vert
      #pragma fragment frag
      // make fog work
      #pragma multi_compile_fog

      #include "UnityCG.cginc"

      struct appdata
      {
        float4 vertex : POSITION;
        {caret}
        float2 uv : TEXCOORD0;
      };

      struct v2f
      {
        float2 uv : TEXCOORD0;
        UNITY_FOG_COORDS(1)
        float4 vertex : SV_POSITION;
      };

      sampler2D _MainTex;
      float4 _MainTex_ST;

      v2f vert(appdata v)
      {
        v2f o;
        o.vertex = UnityObjectToClipPos(v.vertex);
        o.uv = TRANSFORM_TEX(v.uv, _MainTex);
        UNITY_TRANSFER_FOG(o, o.vertex);
        return o;
      }

      fixed4 frag(v2f i) : SV_Target
      {
        // sample the texture
        fixed4 col = tex2D(_MainTex, i.uv);
        // apply fog
        UNITY_APPLY_FOG(i.fogCoord, col);
        return col;
      }
      ENDCG
    }
  }
}